Jump to content

dauphinous

Members
  • Posts

    7
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. No: Magic or supernatural beings, especially those which would validate any religious beliefs. It's fine for people to believe something is magic/supernatural/god(s)/demons/etc., but not fine for that to be the actual and true explanation for anything. Whatever it is, it's always advanced tech, mutation, psionics, and/or aliens.
  2. Yes: Psionic abilities such as telepathy and telekinesis.
  3. I am interested in the concept of later derivatives of ChatGPT becoming self aware.
  4. Archetypes 1. Spellslinger   You sling spells. It's what you do. As a spellslinger, you must select a theme for your spellslinging. The theme can be any unifying concept including fire, ice, princess pizazz, magical girl, squirrels, spikes, eldritch horror, and so on. This theme must be referenced in your HC. If you pick this archetype, you may not ever gain an aspect which gives you cyberware of any type.   Your spellslinging can perform any of the four actions without gear required: overcome, create advantage, attack, defend. If you want your spells to accomplish anything above and beyond normal, you must spend a fate point to invoke an aspect. For example, you could invoke your Fire Mage aspect to make your attack spell bypass armor or set an enemy on fire. Without the invoke, you deal damage with no extra effect.   Additionally, because your HC says you're a mage of some sort, you can perform inconsequential acts of magic at any time. These acts must fit your theme and cannot directly cause, deflect, or negate damage, and neither can they apply bonuses or penalties to a die roll unless the GM agrees to allow it due to circumstance or an aspect invoke or compel.   You may use aspects or stunts to further define or improve your character's magical abilities.   No ritual magic. Telepathy, precognition, and similar effects are also not allowed because they are too annoying.   2. Mage: spirit wrangler   You have a mystical connection to another plane...or whatever it is. As a spirit wrangler, you conjure critters made of magical fluff to serve your will. These critters are called "spirits." If you pick this archetype, you may not ever gain an aspect which gives you cyberware of any type.   Each time you conjure a spirit (one action), you assign it one of the four actions: overcome, create advantage, attack, or defend. That spirit may only perform that kind of action. If it is able to continue the action indefinitely, it will do so until dismissed or otherwise ordered. It will otherwise cease to perform the action until given new orders. Ordering a spirit to perform an action is an action, except that you may assign one for free immediately upon conjuring.   You may have up to your highest approach rating in conjured spirits active at any time. However, for each round in which a conjured spirit performs an action, you must make a check using your highest approach to determine if it breaks free of your control. The check begins at difficulty 0 + the number of additional spirits you currently control. If you had 2 spirits, your first check for each spirit would be difficulty 1. Every subsequent round in which the spirit takes an action, the check increases by +1. These checks are individual to each spirit. Should you fail this check, the spirit breaks free of your control and immediately attacks you or an ally in the same zone (GM's choice) until it is dead. No check is required if the spirit takes no action in any given round.   As an action, you may attempt to take control of a conjured spirit from another spirit wrangler. This is an opposed test, and a tie goes to the defender. A conjured spirit you take from another wrangler is treated as yours and counts against your limit. If you wish to break the opposing wrangler's control without assuming control yourself, you must succeed at the opposed test and also spend a Fate point.   A spirit under your control can be dismissed at any time, which does not take an action.    You may use an aspect to bind a spirit permanently to you. This spirit can perform any of the four actions, but you must spend your action to direct it. Only one spirit can be bound per aspect, and the aspect may not have any other perks. A bound spirit is not counted for the conjured spirit control check or your conjured spirit limit. A bound spirit cannot break free on its own and will never attack you directly.   As an action, you may attempt to compel another spirit wrangler's bound spirit, but you may not break their control over it. This is an opposed test, and a tie goes to the defender. You may not compel a spirit to directly harm itself or its bound wrangler, but you can compel it to cause indirect harm, do nothing, go elsewhere, or take extremely stupid actions. As with any aspect, you must know the aspect exists and what it is called to compel it. All other aspect compel rules apply.   If you are Taken Out while you control any number of unbound spirits, one minor consequence is applied to you as the spirits break free. Bound spirits are unaffected and do not cause additional problems unless compelled.   You may use stunts to improve spirits or your ability to control them.   3. Cybered: bodyware   Parts of your body have been replaced with cyberware which allow you to exceed normal human limitations in physical activity. If you pick this archetype, you may not ever gain an aspect which gives you magic of any type.   You must declare if any of your cyberware is obvious, such as a metal limb or oddly shaped/colored eyeballs. It is otherwise not necessary to specify what kind of cyberware you have. If you do have obvious cyberware, your social interactions may have a bonus or penalty applied to them according to the situation, usually not more than +/-1. Some people find obvious cyberware off-putting, others are intimidated by it, and still others find it positive.   You may use aspects and stunts to further define or improve your physical capabilities.   4: Cybered: headware   Your brain has been modified to allow you to jack into the internet, making you a Hacker. If you pick this archetype, you may not ever gain an aspect which gives you magic of any type.   Characters with this archetype are able to interact directly with internet interfaces and bypass security protocols. Although the practice is referred to as "jacking in," everything happens wirelessly. You can load programs in your brain and have them operate independently of your actions. These actions can take place in VR, AR, or CodeSpace, and Hackers suffer no penalties in these environments.   Each time you load a program, you assign it one of the four actions: overcome, create advantage, attack, or defend. That program may only perform that kind of action. If it is able to continue the assigned action indefinitely, it will do so until otherwise ordered or decompiled. It will otherwise cease to perform the action until given new orders. Ordering a program to perform an action is an action, except that you may assign one for free immediately upon loading it.   You may have up to your highest skill rating in programs active at any time. However, for each round beyond the first in which a program performs an action, you must make a check using your highest approach to determine if it becomes infected with a virus. The check begins at difficulty 0 + the number of additional programs you currently control. If you had 2 active programs, your first check for each program would be difficulty 1. Every subsequent round in which the program takes an action, the check increases by +1. These checks are individual to each program. Should you fail this check, the program forcibly decompiles, causing you 1 box of stress. No check is required if the program takes no action in any given round.   As an action, you may attempt to take control of a temporary program from another source, including mainframes and AIs. This is an opposed test, and a tie goes to the defender. A temporary program you take from another source is treated as yours and counts against your limit. If you wish to break another source's control without assuming control yourself, you must succeed at the opposed test and also spend a Fate point.   A program under your control can be safely decompiled at any time, which does not take an action.   You may use an aspect to load a program permanently as a form of AI. This program can perform any of the four actions, but you must spend your action to direct it. You may have only one AI programs per aspect, and the aspect may not have any other perks. An AI program is not counted for the active program control check or your active program limit. An AI program cannot break free on its own and will never attack you unless compelled.   As an action, you may attempt to compel another source's AI program, but you may not break their control over it. This is an opposed test, and a tie goes to the defender. You may not compel a program to directly harm itself or its bound source, but you can compel it to cause indirect harm, do nothing, go elsewhere, or take extremely stupid actions. As with any aspect, you must know the aspect exists and what it is called to compel it. All other aspect compel rules apply.   At any time, if you are Taken Out while hacking, you take a minor consequence and are automatically jacked out. All temporary programs immediately decompile without harm to you. AI programs are unaffected unless compelled.   You may use stunts to improve programs and your ability to control them.   5: Ordinary   An Ordinary person has neither magical skills nor cyberware. Ordinary people make up the majority of the population of the world. If you choose to be an ordinary person, your maximum Fate points are +2, and you gain one bonus stunt of your choosing. Should you ever choose to use a major milestone to change to a different archetype, you lose the +2 Fate points and must pay an additional Fate point to keep the free stunt.
  5. Basic Requirements Age: 16+ Appearance: Although this is pseudo-Shadowrun, we're all human. Include as much or as little information about how your character looks as you want. Pick an archetype from this list (see subsequent posts for explanations): Spellslinger Spirit Wrangler Meat Hacker Rigger Ordinary High Concept: You'll need an HC which references the type you picked from the list above. It may, but is not required to, also indicate your position/job within the gang. Trouble: No restrictions. If this is a person, expect the game to involve them a lot. Additional aspects: You may, but are not required to, craft up to 2 additional aspects. Skills: Use the Fate Accelerated Approaches--Careful, Clever, Forceful, Flashy, Quick, Sneaky. One gets +3, two get +2, two get +1, and one gets +0. Fate points: You get 2 Fate points to start with. The points can be spent on stunts or kept. Stunts: You get 2 free stunts. Backstory: Not required. Include one if you want. No more than a few paragraphs, please.  
  6. Happy Birthday dauphinous, hope you have a great day!!
  7. If you happen to decide to run another game let me know. You are in a number of games with people I know so I have read a lot of your posts, and decided I would love to apply to any game you GM. :)
  8. Coooooooome baaaaaaaaaaack! *begs*
×
×
  • Create New...